Files
test/source/blender/makesdna/DNA_light_defaults.h
Miguel Pozo 0c8b96d1e0 EEVEE-Next: Shadow resolution scale and adaptive filtering
Allow the user to scale shadow-map resolution per-light.
Adapt the PCF scale based on shadow-map to pixel footprint ratio,
since we can no longer assume that higher LODs don't need filtering.
This allows using much lower shadow resolutions, which can yield
quite significant performance improvements, with relatively little
perceptual quality loss (at the cost of softening shadow edges).
The per-light resolution scale is a literal scale, so for example 0.5
means half the resolution. The Scene Simplify Shadows setting has
been updated to match this behavior.

Pull Request: https://projects.blender.org/blender/blender/pulls/119436
2024-03-20 15:54:41 +01:00

56 lines
1.2 KiB
C

/* SPDX-FileCopyrightText: 2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/** \file
* \ingroup DNA
*/
#pragma once
/* clang-format off */
/* -------------------------------------------------------------------- */
/** \name Light Struct
* \{ */
#define _DNA_DEFAULT_Light \
{ \
.r = 1.0f, \
.g = 1.0f, \
.b = 1.0f, \
.energy = 10.0f, \
.energy_deprecated = 10.0f, \
.spotsize = DEG2RADF(45.0f), \
.spotblend = 0.15f, \
.mode = LA_SHADOW | LA_USE_SOFT_FALLOFF, \
.clipsta = 0.05f, \
.clipend = 40.0f, \
.bias = 1.0f, \
.area_size = 0.25f, \
.area_sizey = 0.25f, \
.area_sizez = 0.25f, \
.preview = NULL, \
.cascade_max_dist = 200.0f, \
.cascade_count = 4, \
.cascade_exponent = 0.8f, \
.cascade_fade = 0.1f, \
.contact_dist = 0.2f, \
.contact_bias = 0.03f, \
.contact_thickness = 0.2f, \
.diff_fac = 1.0f, \
.spec_fac = 1.0f, \
.volume_fac = 1.0f, \
.shadow_softness_factor = 1.0f, \
.shadow_trace_distance = 10.0f, \
.shadow_filter_radius = 3.0f, \
.shadow_resolution_scale = 1.0f, \
.att_dist = 40.0f, \
.sun_angle = DEG2RADF(0.526f), \
.area_spread = DEG2RADF(180.0f), \
}
/** \} */
/* clang-format on */